| -- | -- | -- | |23.|I ve sent letter to |[He sent letter to | -- | | |turn your head. |turn back your head.] | | | | |(After No. 25.) | | |24.| -- | -- | -- | |25.| -- |She showed her ring |Married to-day so kiss| | | |and bells did ring. |one another. | |26.
Taste of it, taste of it, don t say nay, For next Sunday morning is our wedding day. First we ll buy a money box, Then we ll buy a cradle; Rock, rock the bottom out, Then we ll buy another. Bread and cheese all the week, cork on Sunday, Half a crown on Saturday night, and a jolly good dance on Monday. --Cowes, Isle of Wight (Miss E. Smith). II. Down in the meadows where the green grass grows, To see ---- blow like a rose. She blows, she blows, she blows so sweet. Go out, ----; who shall he be? ---- made a pudding, She made it so sweet, And never stuck a knife in Till ---- came to eat. Taste, love, taste, love, don t say nay, For next Monday morning is your wedding day.
=_ German Whist is played with a full pack of fifty-two cards, which rank as at Whist, both for cutting and playing. _=PLAYERS.=_ Two persons play. They cut for the first deal, and the choice of seats. _=DEALING.=_ The dealer presents the pack to his adversary to be cut, and then gives thirteen cards to each player, one at a time, turning up the twenty-seventh card for the trump, and laying it on the talon, or remainder of the pack. _=PLAYING.=_ The non-dealer begins by leading any card he pleases, and his adversary must follow suit if he can. The winner of the first trick takes the trump card into his hand, and his adversary takes the card immediately under it, but without showing or naming it. Each player thus restores the number of cards in his hand to thirteen.
=_ There are various methods of using the counters. At the beginning of the game they may be placed at the left hand, and transferred to the right as the points accrue. Another method is to stack the four circular counters one upon the other at the beginning of the game, and to count a point by placing one of them beside the others; two points by placing another upon the first; three points by placing a third beyond these two, and four points by placing them all in line. [Illustration: Nothing. One. Two. Three. Four.] In the seven point game, the score is continued by placing one counter above, and to the right or left of the other three, to indicate five points; and above and between them to indicate six. [Illustration: Five.
If a card is exposed in cutting, the pack must be reshuffled, and cut again. If the dealer reshuffles the pack after it has been properly cut, he loses his deal. _=10.=_ Beginning on his left, the dealer must give to each player in rotation _=two=_ cards on the first round, and _=three=_ on the second; or three to each on the first round, and two on the second. Five cards having been given to each player in this manner, the next card is turned up for the trump. The deal passes to the left. _=11.=_ There must be a new deal by the same dealer if any card but the trump is found faced in the pack, or if the pack is proved incorrect or imperfect; but any previous scores made with the imperfect pack stand good. _=12.=_ The adversaries may demand a new deal if any card but the trump is exposed during the deal, provided they have not touched a card.
=_ With five or more trumps, the beginner should always begin by leading them, regardless of the rest of his hand. With three or less he should never lead them, unless he has very strong cards in _=all=_ the plain suits. With four trumps exactly, he should lead them if he has an established suit and a card of re-entry in another suit. A card of re-entry in plain suits is one which is pretty sure to win a trick, such as an Ace, or a guarded King. The following are examples of hands from which trumps should be led originally by a beginner;-- Hearts are trumps in every case. ♡ J 8 6 4 2; ♣ K 3 2; ♢ 10 9 2; ♠ 7 5. ♡ Q 10 2; ♣ A K 5; ♢ K Q 10 9; ♠ A Q 3. ♡ K J 8 3; ♣ A K Q 10 7 3; ♢ 3; ♠ A 7. The following are examples of hands from which trumps should not be led:-- ♡ A K Q; ♣ J 8 7 5 3; ♢ Q 4; ♠ K 4 2. ♡ Q J 10 2; ♣ 5 2; ♢ A K Q 2; ♠ 6 4 3.
The reason for the prejudice is that a chip shuffler is usually cold blooded, courageous, and seldom a loser at any game that requires nerve. _=SUGGESTIONS FOR GOOD PLAY.=_ Volumes might be written for the guidance of the poker player without improving his game a particle, unless he possesses at least one of four qualifications: Control over his features and actions; judgment of human nature; courage; and patience. The man whose face or manner betrays the nature of his hand, or the effect of an opponent’s bet or raise, will find everyone to beat his weak hands, and no one to call his strong ones. Unless he is a fair judge of human nature he will never be able to estimate the strength or peculiarities of the players to whom he is opposed, and will fail to distinguish a bluff from an ambuscade. Without courage he cannot reap the full benefit of his good hands; and without patience he cannot save his money in the time of adversity. Of one thing every player may rest assured, and that is that Poker cannot be played by mathematical formulas. Beyond the most elementary calculations of the chances in favour of certain events the theory of probabilities is of no assistance. It is not necessary to call in a mathematician to prove that a player who habitually discards a pair of aces to draw to three cards of a suit will lose by the operation in the long run. Nor will any amount of calculation convince some players that they are wasting their money to stay in a jack pot in order to draw to a pair of tens, although such is the fact.
, hot from the Great War in South Africa, came in most helpfully--to quicken it. Manifestly the guns had to be reduced to manageable terms. We cut down the number of shots per move to four, and we required that four men should be within six inches of a gun for it to be in action at all. Without four men it could neither fire nor move--it was out of action; and if it moved, the four men had to go with it. Moreover, to put an end to that little resistant body of men behind a house, we required that after a gun had been fired it should remain, without alteration of the elevation, pointing in the direction of its last shot, and have two men placed one on either side of the end of its trail. This secured a certain exposure on the part of concealed and sheltered gunners. It was no longer possible to go on shooting out of a perfect security for ever. All this favoured the attack and led to a livelier game. Our next step was to abolish the tedium due to the elaborate aiming of the guns, by fixing a time limit for every move. We made this an outside limit at first, ten minutes, but afterwards we discovered that it made the game much more warlike to cut the time down to a length that would barely permit a slow-moving player to fire all his guns and move all his men.
262. The sport is noticed by Gay-- As at hot-cockles once I laid me down, I felt the weighty hand of many a clown; Buxoma gave a gentle tap, and I Quick rose and read soft mischief in her eye. Halliwell describes it rather differently. The blindfolded boy lies down on his face, and, being struck, must guess who it is that hit him. A good part of the fun consisted in the hardness of the slaps, which were generally given on the throne of honour. He quotes from a MS. play as follows-- It is edicted that every Grobian shall play at Bamberye hott cockles at the four festivals. Indeed a verye usefull sport, but lately much neglected to the mollefieinge of the flesh. --Halliwell s _Dictionary_. [Illustration] Nares _Glossary_ also contains quotations from works of 1639, 1653, and 1697 which illustrate the game.
The first child advances, holding the hand of her children, saying the first verse. The dialogue is concluded, and as the woman and her children are supposed to be out of hearing, the last couplet is said or sung. This process is gone through again until the mistress has engaged all the children as her servants, when she is supposed to let them all out to play with the mustard pots, which are represented by sticks or stones, in their hands. The other versions are played as follows:--The children form a line, the one in the middle being the mother, or widow; they advance and retire, the mother alone singing the first verse. One child, who is standing alone on the opposite side, who has been addressed by the widow, then asks [not sings] the question. The mother, or widow, sings the reply, and points to one child when singing the last line, who thereupon crosses over to the other side, joining the one who is standing alone. This is continued till all have been selected. The Ballynascaw version (Miss Patterson) is played in a similar way. One child sits on a bank, and the others come up to her in a long line. The old woman says the first five lines.
Back of the foul line there shall be a clear run of not less than 15 feet. The pin spots shall be clearly and distinctly described on or imbedded in the alleys and shall be so placed 12 inches apart from centre to centre. They shall be 2¼ inches in diameter. The pin spots numbered 7, 8, 9 and 10 shall be placed 3 inches from the pit edge of the alleys, measuring from the edge to the centre of such pin spots. The pins shall be spotted on the pin spots placed upon the alleys according to the following diagram, and the pins and spots shall be known by the numbers as follows: [Illustration: 7 8 9 10 4 5 6 2 3 1 ] The pins shall be of the following design and measurements: 15 inches in height, 2¼ inches in diameter at their base, 15 inches in circumference at a point 4½ inches from their base, 11⅝ inches in circumference at a point 7¼ inches from their base, 5¼ inches in circumference at the neck, a point 10 inches from the base; 8 inches in circumference at the head, a point 13½ inches from the base. The taper from point to point shall be gradual, so that all lines shall have a graceful curve. The balls shall not in any case exceed 27 inches in circumference nor exceed 16 pounds in weight. Any sized ball of less circumference or weight may be used. Two alleys immediately adjoining each other shall be used in all games. The contesting teams shall successively and in regular order roll one frame on one alley, and for the next frame alternate and use the other alley, so alternating each frame until the game is completed.
Smith). XII. Green gravel, green gravel, the grass is so green, Said the fairest young damsel that ever I ve seen. O mother, O mother, my true-love is dead, He sent me this letter to turn round my head. O mother, O mother, do you think this is true? O yes, love! O yes, love! And what shall I do? I ll wash you in butter-milk, I ll dress you in silk, I ll write down your name with my gold pen and ink. --Isle of Man (A. W. Moore). XIII. Green gravel, green gravel, the grass is so green, The flowers are all faded and none to be seen.
See Boston. Mittelhand, G., the second player on the first trick, in Skat. Mixed Pair, a lady and gentleman playing as partners. Mort, F., the dummy hand at Whist or Bridge. Mouth Bets, those made without putting up the money. One who fails to pay mouth bets is a welcher. Muggins, to take a score which has been overlooked by an adversary, especially in Cribbage and Dominoes. Natural, anything which wins the stake immediately; 7 or 11 at Craps; 21 at Vingt-et-un; 8 or 9 at Baccara.
1 contains a fifteen in addition to the three runs of three and the pair royal, and is therefore worth 17 altogether. Nos. 2 and 3 each contain three fifteens; but No. 2 is worth 21 points on account of the three runs of three and the pair royal, while No. 3 is worth only 16; a double run of four and a single pair. No. 4 contains four fifteens in addition to the four runs of three and two single pairs, and is therefore worth 24 points. The best combination that can be held in hand or crib is three Fives and a Jack, with the Five of the same suit as the Jack for a starter. We have already seen that the four Fives by themselves are worth 20, to which we must add the four extra fifteens made by combining the Jack with each Five separately, and one more point for his nobs, 29 altogether. If the Jack was the starter, the combination would be worth 30 to the dealer, but his heels would have to be counted before a card was played.
Any two cards of the same denomination. Pairs Royal, any three cards of the same denomination. Partie, F., a game which requires a number of deals to decide it. Pass, to decline any undertaking in a game. Passe, F., the numbers from 19 to 36 at Roulette. Pat Hands, those which are played without discarding or exchanging any of the cards originally dealt. Pausirenden, G., one who shares in the fortunes of the game, although not actually playing, as the dealer in four-handed Skat.
To destroy a river road bridge R.E. take one move; to repair, R.E. take five moves. A supply depot can be destroyed by one man in two moves, no matter how large (by fire). Four men can destroy the contents of six waggons in one move. A contact mine can be placed on a road or in any place by two men in six moves; it will be exploded by the first pieces passing over it, and will destroy everything within six inches radius.* Next as to Constructions: Entrenchments can be made by infantry in four moves.* They are to be strips of wood two inches high tacked to the country, or wooden bricks two inches high.
In actual play it is not necessary to go through the formality of playing away a card from the combination on the table, and then replacing it, for it amounts to the same thing if the new card in the hand is led or played, and the fresh combination claimed. Marriages, béziques and fours may be broken up and re-formed in the same way. After declaring 100 Aces, the player may lead or play another Ace, and claim another 100 Aces, scoring them when he wins a trick. In this way, eight Aces actually held might score 500 points. In the bézique combinations, a new card simply re-forms the single bézique. In order to score double, triple, or quadruple bézique, all the cards forming the combination must be on the table at one time, but they may be played and scored one after the other, cumulatively. For instance: A player holding quadruple bézique and showing all eight cards at once would score 4500 only; the minor béziques would be lost. If he had time, and could win tricks enough, he might show the single first, scoring 40, then the double, scoring 500, then the triple, scoring 1500, and finally the quadruple, scoring 4500, which would yield him a grand total of 6540 points. He might declare marriage in hearts, and afterward play three more heart Queens, scoring each marriage, and then three heart Kings, scoring three more marriages. These would all be new combinations.